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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. I'm still a beginner too, and no where near ready to start thinking about making even a small, simple game (that comes much later), but I started with this tutorial: http://csharp.net-tutorials.com/basics/introduction/ Now, I'm slowly working my way through [url="http://headfirstlabs.com/books/hfcsharp/"]Head First C#[/url] and liking it. I picked it up at my local Borders for about $50. I'm glad I worked through the online tutorial first, but the book absolutely holds your hand through everything so far. It's 100% up-to-date (11/29/11) as far as I can tell. Every picture and button has been exact.
  2. [quote name='andrechan' timestamp='1322226004' post='4887601'][b][u]So I've established that I can't do it on my own.[/u][/b] [i]How many people at least, does it take to make a game? Say for example Doom or the 16bit Final Fantasies or better yet, Earthbound-but in today's standards.[/i] [i]What divisions are there in that said group?[/i][/quote] Great news! you don't need a team to make clones of any of those games! Various versions of Game Maker (for example, RPG Maker VX for the Finl Fantasy clones) will allow you to do so on your own with time an effort. Their built-in scripting can also act as a beginning to learning programming. Plus, you'll often need additional artwork, so you can either work on making your own or finding someone to help you. For most (some?) versions of Game Maker, you can sell your product. So, you would gain all the experience you're asking about just by making one game with any form of Game Maker. Otherwise, you're asking about how to build a car from the ground up with only raw materials [i]without having ever even turned a wrench before[/i]. People aren't telling you not to assemble "Superforce GameDev Team Go!" because they don't want you to accomplish your goal. They're telling you to grasp a reasonable goal first so you can one day actually realize your dream. At the same time, though, none of us think you will attain your dream. To us, you're just yet one more in an endless, massive horde of people who just really like video games and want to make their own. Don't worry! If I were to make a, "I'm a total newbie and I want to break into the industry but know [i]nothing[/i] about [i]anything[/i]," post, everyone would think the same of me! And, they'd be right! So, no big deal. Have you ever walked up to a little kid playing a sport, such as baseball or basketball and asked them what they want to be when they grow up and they say, "a professional ball player!" You [i]know[/i] that's not going to happen. I'd say there are less members of the core game development world than professional ball players of any given sport. That's a cold, hard reality for people who want to break into the industry. But, an indie developer with a smash hit? Chances are way, way, [i]way[/i] slimmer than that kid's of becoming a pro ball player. But! Prove us wrong! Work hard and all that and one day, years from now, you can re-visit this old thread and update it with your latest breakaway hit! Not trying to be hard on you. Just saying. Good luck on whatever path you chose.
  3. [quote name='MrGuild' timestamp='1322180678' post='4887456']Im so lost right now and I want to get started ASAP on learning something instead of sitting hear getting ready to make the wrong choice.[/quote] Why are you lost? Every single person in this thread who answered your question told you to start learning C# instead of C or C++. The FAQ recommends C# (or Python). These threads are very common and there are several on the front page of this forum. C# seems to be the most commonly-recommended language here, and that goes along, once again, with the FAQ. There is no ambiguity about it. Here, let me help you: [size="7"][color="#FF0000"]---> START LEARNING C#!!! <---[/color][/size]
  4. I agree intirely with DarklyDreaming. [quote name='AnonymousApple' timestamp='1322056661' post='4886877']But what would be the easiest one to learn, Or would they be all equally difficult?[/quote] I'm a total newbie too, but I've learned the very basics in both Python and C#. I'm going to answer this question and say Python. By far. By great and wide margin. Python, compared to C#, is so simple to learn the basics it's fun. Also, it's an interpreted language rather than a complied language, so it's very cross-platform. What is written runs on a Windows computer, Mac, or for someone running Linux as long as they have Python installed. Like the FAQ says, it's a great language with which to start programming. I'd suggest downloading the 32-bit version (trust me, stay away from the 64-bit one!) of [url="http://www.python.org/getit/"]Python 2.7.2[/url] and work through this tutorial: [url="http://www.learn-to-program.net/"]http://www.learn-to-program.net/[/url] By the time you're done there, you'll be in a better place to actually make decisions in an informed way. -Sharpe
  5. I read [url="http://www.gamedev.net/index.php?app=forums&module=forums&section=rules&f=31"]the FAQ[/url] before posting and eventually picked C#. I'm glad I did.
  6. Did you read the [url="http://www.gamedev.net/index.php?app=forums&module=forums&section=rules&f=31"]Forum FAQ[/url]? Initially, I chose Python and this is the first tutorial I used: http://www.learn-to-program.net/ I come from a background of RPG Maker VX and enjoyed its use. If you want to make games, try some form of Game Maker. If you wan to learn to program, I would recommend Python. Good luck!
  7. The .exe crashes instantly upon moving on my Windows 7 laptop. It crashes immediately after selecting north, south, east or west. I used both the number keys above the letters, and on my laptop's keypad. Windows informs me, "rpg.exe has stopped working." I'll try compiling it later. It's 1:15 a.m. and time for bed. [b]EDIT:[/b] Compiling seemed to work.
  8. I didn't thoroughly read the thread, so I may be off base here, but I just wanted to point something out with your first map. http://imageshack.us/photo/my-images/802/63166678036f575aeea9o.jpg/ Water, as I'm sure you know, attempts to equalize its level as gravity pulls it down. That's why the ocean is basically flat no matter how shallow or deep the floor is. In your first map, the water on the right would act much like a toilet. It would spill out and down to the lower cavern. I drew arrows. The top is water pressing down (water pressure). The second one is how it would siphon up and out. The circle shows where the water level is uneven. Just throwing that out there. Can't imagine the nightmare of attempting to code that. Awesome-looking game! A newbie like me can only marvel at your work!
  9. [quote name='BeerNutts' timestamp='1321889240' post='4886222'] Can I suggest you also include the executable in your "release"? This way, for people who just want to run the game, they don't have to open VS (assuming they have VS), compile, and then run it. [/quote] I, too, was going to make the same suggestion, but being a newbie, didn't know if it was savoir-faire on here to do so. I downloaded VS C++ Express just to play this game, by the way. I only had VS C#. But, it was a good tool to have so I has happy to do so. I'm looking forward to playing it again!
  10. [quote name='ForgingLifeGame' timestamp='1321569112' post='4885144']Hi Sharpe. Thanks for the great feed back, appreciate it. We would like to hear more about the advantages and disadvantages, sounds like a interesting idea. Cant really remember much from GRUPS, we also played it, but its serveal years ago now - we were more into MERP, and trying to make our own RPG's. But regarding the intelligence, then our is devided into 3 litteral, logical og social. And we find that resonable for a couple of reasons. In real life, to very intelligent people - lets say they are a journalist and a computer scientist, they both have high intelligence, but they are intelligent in two different ways. My wife is a journalist, and very clever, but I can spend hours and hours explaining math stuff for her - but she dont get it. She corrects my writing - and i dont get it. That difference in the intelligence is used in our skill based game. And ofc the social int, is obvious. Regarding the help with the web site, you are welcome to give us advice and a helping hand . We are software developers in out professionel life, but both mainly work on backend - not so much the web Thanks. Anders[/quote] Sounds great, Anders! I'd be proud to help in any way I can. For five years, I too was a journalist. Actually, a staff writer at a newspaper -- which is a glorified way of saying "reporter." At one time, my coverage of a high-profile murder case was rather well known across the tri-state area. Like your wife, math is my weakest suit. So, I totally understand what you're saying. Even Dungeons and Dragons divides cognition into Intelligence, Wisdom and Charisma and that RPG system is mostly all about hacking monsters and looting dungeons. So, I don't at all disagree that intelligence needs to be categorized. However, your game seems to be something of a [url="http://en.wikipedia.org/wiki/Hunter-gatherer"]hunter-gatherer[/url] simulation. Perhaps I'm wrong; most of what I know about your game is gleaned from the review linked on your site. In such a game, fringe aspects of human intelligence take a back seat to fundamental survival. Who cares if Ogg the barbarian is an artistic savant and can paint beautiful pictures on his cave's wall or can capture a breathtaking sunrise in eloquent prose? That isn't nearly as important as being able to find edible roots that won't poison him or stalk and spear a gazelle with the stealth, guile, and skilled precision of a wizened huntsman. In such a game, the vast majority of players aren't going to invest much in social intelligence. Thus, it will be largely ignored in favor of whatever intelligence makes their character "better" in game play. That's where I base my suggestion of having less primary attributes while still being able to [i]fully[/i] micro-customize the player's character down to minuscule detail with advantages and disadvantages. You can thus make Ogg the barbarian into a poet-artisan without making him less able to hunt and gather. But, I digress. You should make the game as you envision it. My offer to help with the English composition of your Web site stands alone. Tell you what, let's take this to PM. I don't want to derail your announcement thread, which is better reserved for game updates and news. I'll PM you soon.
  11. Hello! I'm a total newbie, too! Have a look-see at the [url="http://www.gamedev.net/index.php?app=forums&module=forums&section=rules&f=31"]Forum FAQ[/url]. Of course, you should read the FAQs on every Internet forum you visit, but this FAQ in particular is very good and it's where I started. Personally, I answered the question posed there: "I want to learn to program." Something tells me you'll answer differently and there's nothing wrong with that at all. [url="http://www.gamedev.net/topic/611809-seeking-beginner-advice-for-text-only-dungeon-game-in-c-and-python/page__p__4867978#entry4867978"]I eventually chose C#.[/url] Like the FAQ, I wouldn't hesitate to recommend Python to the complete beginner, though I have yet to make a game using graphics so that's only speaking from my small amount of experience. Know that Game Maker (whatever version) is an [i]awesome[/i] tool that's very complicated, but still fun to use. It will not limit your game in any way. As far as I know (I've only used RPG Maker VX), they all incorporate the ability to add script which is in many ways "programming." I stopped using RPG Maker because I didn't want to learn its version of the [url="http://en.wikipedia.org/wiki/Ruby_%28programming_language%29"]Ruby programming language[/url]. Instead, I decided I wanted to learn to program. That brought me here! Whatever you decide, good luck!
  12. Hurry up!!! Just, kidding, man. Never did say I dig your ASCII art! Pulpfist explained to me how to set my window size in my C# text-based RPG. You may wish to consider doing the same at some point. That way, your ASCII art is certain to display correctly. On my screen, the top is cut off. Also, just a single line giving us play-testers a simple objective or goal to focus on would be helpful -- a quest, that is (I know you're working on "real" quest right now, this is just something for the play-testers to do right off the bat). That way, when we reach the goal, we know we've tested everything you would like. Something like, "Go from the store to the dungeon." An overall game loop that will keep the game from closing would be nice. That way, when you die, it goes back to the title screen. The player could (Q)uit from there. Getting to the store is hard freaking work! I made it to level 2! Yay for me! A "level up" message at some point in development would be nice; just saying. I've not made it to the dungeon yet. The spell seems to do less damage than my weapon (a long sword, at the time, but I bought a scimitar). I know it's not time to balance the game out, but I'd suggest having spells with limited uses do twice both the minimum and maximum damage of your unlimited melee attack. I think the rule of thumb for a generic RPG was to have spells cast-able about five times, but I can't remember. When I first got to the store, I didn't have enough money to buy anything. But, since I was already in that menu with no way out, I tried to buy the cheapest thing. The game crashed. Maybe have 0 go back to the shop's main menu? When you exit the store, you have no way of going back in without chancing the dangers of leaving 2,3 -- you probably already knew that, though. Just saying. Well, on level 2 with a shiny new scimitar, I'm off to brave the wilderness on my quest to the dungeon! Wish me luck! [b]EDIT:[/b] Made it to the dungeon and level 3! Do you think you could add numbered grid spaces to your map? Something like this (whitespace will be messed up in code tag; see pastebin link): [code] cout << endl; string a = " 0 1 2 3 4"; cout << a << endl; string b = " /---------------------------------------\\"; cout << b << endl; string c = " | | | | | |"; cout << c << endl; string d = "2 | | | | | |"; cout << d << endl; stirng e = " |---------------------------------------|"; cout << e << endl; string f = " | | | STORE | | |"; cout << f << endl; string g = "3 | | | * | | |"; cout << g << endl; string h = " |---------------------------------------|"; cout << h << endl; string i = " | |"; cout << i << endl; string j = " | |"; cout << j << endl; string k = " | dungeon |"; cout << k << endl; string l = " | * |"; cout << l << endl; string m = " | |"; cout << m << endl; string n = " \\---------------------------------------/"; cout << n << endl; system("PAUSE"); [/code] [url="http://pastebin.com/XWjJ4wmi"]http://pastebin.com/XWjJ4wmi[/url]
  13. [quote name='crazyfingers' timestamp='1321639872' post='4885366']I guess my hope is that in a few months time i can write haphazard code with general theory and purpose behind it that my buddy can later optimize to fit within the game engine.[/quote] Never having made a game, let alone worked with a team or partnership, I'd guess not. I'd guess no one can be of any real "help" to your friend on your game at all unless they're at roughly his same level. Otherwise, he'd be able to write whatever junk code you can shamble together much, [i]much[/i] more quickly and much more optimally from scratch than he could if he were fixing yours. Yours will be quite dissimilar to his even down to the conceptual level. Personally, I just don't think that you'll [i]ever[/i] be any help to him in the coding process on [i]this[/i] game. You'll have the current game long finished and be through a number of other projects as well before you're at his current level, probably. You'll probably just want to start making your own game on the side when you get to that point. He'll no doubt be an invaluable resource to you doing so, if you're still even communicating that far into the future. And, by no means is getting started something that should take months; personally, I'd start writing code right now! My first "game" was a guess the number game and I did that my first day. Then, I started making a little text-based RPG. That's where I am now. Do you have [url="http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-csharp-express"]MS Visual Studio C# 2010 Express[/url] or whatever installed now? I'd suggest going ahead and downloading and installing that if not. Write your "Hello, world!" program now, seriously. Good luck!
  14. First of all, I'm a total beginner so take what I say with a grain of salt. Secondly, you'll probably be told that unless you're a savant, you don't get to skip the learning curve. There is no programming crash course. Time and time again, it's been said here and elsewhere that it takes years of hard work to become a programmer. Most often, a decade gets thrown around as a rough estimate. That doesn't mean you can't get a decent little game out in less time, but this "crash course" idea probably isn't the best way to go about things. You must first learn to program, then learn to make games (or help make games in your case). Otherwise, for making your own games without learning to program in C#, you would use some type of game maker (like RPG Maker VX for RPG's). That's not a bad thing! game makers can create awesome games of all sorts if you find the tools right for you. Your 3D artistic ability and natural aptitude will help you, but with no programming experience, you've got to start from the beginning like everyone else. I have no talents at all and am pretty dim. It's been about a month and a half of long, hard work, and I've not made even a simple 2D game. Or, even [i]close[/i]. To learn C# programming basics, I used this tutorial: [url="http://csharp.net-tutorials.com/basics/introduction/"]http://csharp.net-tu...s/introduction/[/url] I also look at this tutorial on very rare occasion: [url="http://www.freewebs.com/campelmxna/tutorials.htm"]http://www.freewebs....a/tutorials.htm[/url] Posters here helped me more than those tutorials by a long shot, but I first had to learn the basics on my own so I knew what questions to ask. Before you do any work with graphics, I would learn how to use everything in that first tutorial well. Be prepared to spend months doing so. Just another newbie's two cents! -Sharpe